Updated 5.2 PTR Patch Notes

To encourage Raid Finder groups to persevere, each time an Raid Finder group wipes on a boss fight all players in the group receives a stacking buff that increases health, damage dealt, and healing done by 5% (up to a maximum of 10 stacks). This buff is cleared once the boss has been killed.

Alliance and Horde players can now run the opposite faction's scenarios added in 5.1.

Characters that have attained requisite title levels (Centurion, Knight-Champion, Grand Marshal, High Warlord, etc.) through the Rated Battleground system will be able to purchase old PVP items requiring those titles.

Reputation gains from bringing rare Pandarian fish for Nat Pagle to examine has been increased.

Click the cut to read the full updated patch notes!

Blizzard Entertainment

World of Warcraft PTR Patch 5.2

General

New Daily Quest Hub:The Isle of the Thunder King.

Here players can join the assault to conquer Emperor Lei Shen's island stronghold, unlock new questlines and daily quest hubs, participate in special events, earn the right to visit the fabled Treasure Room, lay claim an arsenal of powerful Mogu artifacts for their faction, and more.

Each faction's finest are spearheading the assault: the Kirin-Tor Offensive led by Jaina Proudmoore and the Sunreaver Onslaught led by Lor'themar Theron. Earning reputation with these new factions offers heroes the opportunity to receive new quests and reputation rewards, including powerful items and an intimidating new mount.

After both the Alliance and the Horde have eked out a foothold on the isle, players can choose to perform quests that are PvE or PvP focused. PvP quests will direct players against opposing faction NPCs, but slaying opposing players will grant credit as well.

As the heroes conquer the Isle, they will unlock the powerful Lightning Forge, which will allow Blacksmiths to forge mighty raid-worthy items, as well as classic weapons from the past.

Players on the PTR can teleport to the Isle of the Thunder King at their faction shrines in the Vale of Eternal Blossoms. While the Isle of the Thunder King will be unlocked progressively by each realm based on participation in the war effort, initially only some of the Isle’s features will be unlocked. Future updates will include the Shipyard and the Main Courtyard. Some features, including the Treasure Room, will not yet be available.

New Raid: Throne of Thunder

Emperor Lei Shen, the Thunder King, has returned to wreak his vengeance on Pandaria. It falls to the heroes of the Alliance and the Horde to stop the newly resurrected tyrant and his Zandalari allies in the massive new raid: Throne of Thunder.

Throne of Thunder is a sprawling citadel housing 12 new raid encounters, and players that defeat Emperor Lei Shen in Heroic mode can earn the opportunity to face an additional 13th foe.

The Raid Finder version of the Throne of Thunder will be divided into 4 different wings.

Join the Shado-Pan Assault in their singular drive to see Lei Shen, The Thunder King defeated once and for all, and gain access to impressive Valor reward items. Reputation with this faction can be earned only within the Throne of Thunder raid dungeon.

Please note: During the 5.2 PTR, this raid dungeon will only be available during a limited testing window. Keep an eye on our PTR Discussion Forum for details.

The Legendary Quest Continues:

Wrathion must know the origin and source of Mogu power, and Azeroth's mightiest heroes will aid the Black Prince in finding out what it is. The search for information will take players into the depths of the Thunder King's Palace, and pit them against trials of perseverence and skill. Along the way, they'll unlock the secrets to a new legendary metagem, the Crown of the Heavens.

Please note: Initially this quest is not available on the PTR, but will be coming soon.

New World Bosses: Nalak, the Storm Lord and Oondasta

Nalak, the Storm Lord

After the Isle of the Thunder King has been conquered, the gate guardian of the Thunder King's citadel will appear: Nalak, the Storm Lord. Players will frequently have the opportunity to test their mettle against him.

Oondasta

Found in a place that has been lost in time, the great devilsaur lord Oondasta has been outfitted for battle with weaponry and armor by the Zandalari, and awaits players brave enough (or foolhardy enough) to seek him out on the mysterious Isle of Giants found in the seas north of Kun-Lai Summit.

Buy The Farm

Players that have grown attached to working the land at Sunsong Ranch can now purchase the land from Farmer Yoon. Once the farm is owned by a player, it becomes a rest point like an Inn, where the player can bind and instantly log out. Work orders will pour in to the farm from factions across Pandaria, and completing a work orders will earn a reputation boost with the issuing faction.

Please note: The new Sunsong Ranch features are not available on the PTR, but will be coming soon.

New World Boss System

All world bosses are now Tap to Faction. This new system offers every eligible player of the same faction that engages a boss the chance to earn loot. Under the new system, players will only be able to earn loot from each world boss once per week, but bonus rolls apply. Bosses will now respawn more frequently as well.

The Frost and Unholy tier-14 4-piece set bonus now increases the chance to trigger Sudden Doom and Killing Machine by 30%. This note is incorrect, as the change applies to the tier-15 set being released in 5.2.

Cyclone's range has been increased to 30 yards (was 20), and it now has a 20 second cooldown for Feral Druids. In addition, it will now share diminishing returns with Banish, Seduction, Bind Elemental, Hex, Freezing Trap, Wyvern Sting, Gouge, Sap, Hibernate, Paralysis, Polymorph, Ring of Frost, Repentance, and Quaking Palm.

Symbiosis

Shattering Blow now has a 1.5 second cast time to align correctly with the Warrior version of this ability.

Displacer Beast has been redesigned. It now triggers Cat Form and grants 50% increased movement speed for 4 seconds after teleporting, and no longer activates Prowl.Cenarion Ward now grants 100% increased healing.Frenzied Regeneration now scales 10% more efficiently with attack power.Tooth and Claw now scales 10% more efficiently with attack power. now provides 20% more armor per Mastery rating.Rejuvenation now costs approximately 9% less mana. Revive and Mark of the Wild now cost 55% less mana.Faerie Swarm can now snare more than one target at a time.Mass Entanglement now has a 30 second cooldown (was 2 minutes).Typhoon now has a 30 second cooldown (was 20 seconds). The Treants summoned by now deal more damage and healing, and the tooltip will report the capabilities of these summoned pets.Soul of the Forest

Balance: Now generates 40 Lunar or Solar energy upon leaving Eclipse.

Feral: Unchanged.

Guardian: Generates 3 additional Rage per Mangle.

Restoration: Now grants 70% Haste on the next spell cast after the Druid casts Swiftmend.

Nature's Vigil now has a 90 second cooldown (was 3 minutes), and now increases damage and healing done by 10% (was 20%). Balance

Starfall will no longer strike targets that are affected by crowd control effects.

Guardian

Thick Hide now reduces critical strike chance from all types of attacks made against the Guardian Druid, instead of just melee.

Restoration

Natural Healing: This new passive learned at level 10 by Restoration Druids increases all healing done by the Druid by 10%.

Wild Mushrooms will now gain 75% of the overhealing performed by the Druid’s Rejuvenation effects, up to a maximum of 100% of the Druid’s health in bonus healing, and growing larger as they do so. When is cast, this bonus healing will be divided evenly amongst targets in the area of effect.

now removes Evocation's cooldown and reduces its channeling time and duration by 50%. A completed Evocation now grants 15% increased damage (was 25%) for 1 minute (was 40 seconds) after an Evocation is completed. Passive mana regeneration is reduced by 50% only while Invoker's Energy is active.

Greater invisibility now has a 90 second cooldown (was 2.5 minutes).

cast by Mirror Images now deals 50% more damage.

Improved Counterspell has been removed.

Glyph of Fire Blast has been replaced with Glyph of Inferno Blast. Glyph of Inferno Blast causes damage over time effects spread by Inferno Blast to spread to 1 additional target.

Fingers of Frost now has a 15% (was 12%) chance to activate from Frostbolt, Frostfire Bolt and Frozen Orb, a 5% (was 4%) chance to activate from Blizzard, and a 10% (was 9%) chance to activate from Scorch.

Ring of Peace forms an 8-yard sanctuary around a friendly target for 8 seconds, disabling enemy player auto-attacks in PvP, and causing all enemies (both players and NPCs) in the area of effect to be disarmed for the duration. In addition, enemies that cast a damaging spell while within the area of effect will be silenced for 3-seconds.

New Windwalker and Brewmaster ability added at level 30: Nimble Brew. Nimble Brew removes all stun, fear, and root effects, and reduces the duration of those effects if they are re-applied by 60% for 6 seconds. It has a 2 minute cooldown.Chi Wave now does 100% more damage and healing, and no longer costs Chi, but now has a 15 second cooldown.Zen Sphere now has a limit of 2 (was 1), now detonates when either the recipient reaches 35% health or the Zen Sphere is dispelled, and no longer costs Chi.Chi Burst now does 100% more damage and healing, no longer costs Chi, and now has a 30 second cooldown. Path of Blossoms has been removed. Deadly Reach has been removed.Paralysis is now a physical, non-magical effect, and can no longer be dispelled, grounded or reflected, and its base range has been increased to 20 yards.Tiger's Lust and Touch of Karma no longer have a Chi cost.Tiger's Lust can no longer be used on targets that have other temporary speed increases active.Charging Ox Wave now has a 30 second cooldown (was 60 seconds).Dampen Harm can now be used while stunned, and its cooldown will now begin when used, not when the effect ends. Healing Elixirs now heals the Monk for 15% of maximum health (was 10%).Chi Torpedo now deals 15% more damage.Detonate Chis now have a duration of 1 minute. Healing Spheres generated by Mastery: Gift of the Serpent now have a duration of 30 seconds. Mistweaver

The Windwalker can summon up to two elemental duplicates that mirror damaging abilities that the Monk uses while they are active. For each spirit summoned, the Monk's damage is reduced: 1 spirit causes the Monk and the spirit to deal 60% of the Monk's normal damage, while 2 spirits will cause the Monk and both active spirits to deal 40% of the Monk's normal damage. Each spirit lasts until the ability is canceled, or that spirit's target dies or otherwise becomes unavailable, or they're killed (they can be targeted and have 10% of the Monk's health). When using Fist of Fury, the stun effect will only apply from the Monk (not the spirits).

Spinning Fire Blossoms’ damage has been adjusted to scale from weapon damage rather than attack power. Combo Breaker is now a passive ability granted at level 15 that grants a 12% chance to make the Monk's next Blackout Kick or Tiger Palm cost no Chi. New mastery: Mastery: Bottled Fury -- Increases the damage bonus provided by Tigereye Brew by .2% per Mastery per stack.Tigereye Brew now increases damage by 1% per stack (was 2%), but is now improved by Bottled Fury.Tigereye Brew now gains 1 charge after spending 2 Chi (was 4 Chi). Tigereye Brew now gains 1 charge after spending 3 2 Chi (was 4 Chi).Tigereye Brew will now stack to 20, but only 10 charges can be consumed per activation. A user interface alert now displays upon reaching 10 stacks of Tigereye Brew.

Brewmaster

Black Ox Statue The damage requirement to activate has been increased by 100%. The spell tooltip has been updated to reflect the change.

The tier-14 2-piece set bonus now causes Crusader Strike and Hammer of Wrath to have a 40% chance to make the Paladin’s next Divine Storm deal a Lightning Strike for 255% weapon damage as Nature. This note is incorrect, as the change applies to the tier-15 set being released in 5.2.

For Shadow, this ability causes Mind Flay to gain the Insanity effect when it's cast on a target with 3 Shadow damage-over-time spells on them. Insanity causes Mind Flay to deal double damage for the duration.

For Holy and Discpline, Power Word: Solace replaces Holy Fire. It deals the same damage, and interacts with other spells and abilities in the same manner, but is instant, costs no mana, and restores 1% of maximum mana on each cast.

For Shadow, this ability causes Mind Flay to gain the Insanity effect when it's cast on a target with 3 Shadow damage-over-time spells on it. Insanity increases the damage of Mind Flay by 33% per Shadow Orb consumed.

Glyph of Mind Spike only works from Mind Spikes that aren't instant casts from Surge of Darkness. Glyph of Desperation has been replaced with Glyph of Binding Heal. Pain Suppression and Guardian Spirit can now always be cast while stunned. New Glyph: Glyph of Binding Heal applies Binding Heal a third nearby friendly target, but costs 35% more mana. Glyph of Inner Focus has been replaced with Glyph of Weakened Soul. Casting now always grants 5 seconds of immunity to Silences, Interrupts, and Dispels. New Glyph: Glyph of Weakened Soul reduces the duration of Weakened Soul by 2 seconds.

Rapture now reduces the cost of Power Word: Shield by 25% 50% and provides mana equal to 150% 250%(was 200%) of the Priest's Spirit, but no longer benefits from Spirit provided by short-duration bonuses.

Divine Aegis is no longer guaranteed when Prayer of Healing is cast. The effect now procs when the spell crits.

Ambush, Garrote, and Cheap Shot now have a 30 yard range, and will cause the Rogue to teleport behind the target.

Burst of Speed now costs 30 Energy (was 50 Energy), can be used in Stealth, and always grants increased movement speed in addition to breaking snare effects, but no longer breaks root effects.Shuriken Toss now causes the Rogue to throw ranged shurikens coated in Lethal Poison instead of auto-attacking for up to 10 seconds if the enemy is farther than 10 yards away.Deadly Throw can now interrupt spellcasting when used at 3, 4, and 5 combo points, and upon interrupt prevents any spell in that school from being cast for 4, 5 and 6 seconds respectively (was 5 combo points and 6 seconds).Smoke Bomb now reduces damage taken by allies in the area of effect by 20% in addition to current effects.Nerve Strike now reduces the effectiveness of healing provided by the target by 10% (was 25%).Shadow Focus now reduces ability energy costs by 75% while stealthed (was 100%). PvP set bonuses have been changed:

Vigor is now the 4 piece set bonus and increases maximum energy by 30 (was 10).

Deadly Brew is now the 2 piece set bonus, and its effects remain unchanged.

Blood Pact now reduces damage taken by 10%, instead of increasing the Warlock’s armor.

The Felhunter ability Spell Lock is now an interrupt, and no longer applies a 3 second blanket silence.

Blood Horror has been redesigned. This ability is now cast on the Warlock, and causes melee attacks that strike within the next 60 seconds to fear the attacker. When cast, the ability has 1 charge, costs 5% health to activate, and has a 30 second cooldown.

Blood Horror has a new visual and sound effect, and has a visual and sound effect when the proc occurs.

Burning Rush now also prevents movement impairing effects from reducing the Warlock’s movement speed below 100% of normal, in addition to its other effects.

Shockwave now has a 40 second cooldown (was 20 seconds), striking 3 or more targets will reduce its cooldown by 20 seconds.

Second Wind now causes a Warrior that has been reduced to 35% health or lower to regenerate 2% of their health per second (was 3%), and now generates 15 Rage over 10 seconds (was 20 Rage).

Second Wind now generates 15 rage (was 20) over 10-seconds and the health regeneration effect will pause while the Warrior is stunned.

Warbringer now reduces the target's movement by 50% for 15 seconds (8 seconds in PvP) in addition to its other effects. The 3-second stun/knockdown is now in the diminishing returns category for stuns (same as Shockwave and Storm Bolt), and not the proc stun diminishing returns category.

Shield Barrier now scales approximately 10% less efficiently with attack power.

Impending Victory will now heal the Warrior for 15% of maximum health when they have not slain an enemy (was 10%).

Arms

has been redesigned. It now causes the Warrior to gain 2 stacks of (maximum of 5 stacks) when Mortal Strike deals damage, 1 stack when the target dodges, and no longer interacts with Heroic Strike. It now requires level 20 (was level 50).

Sudden Death now has a 25% chance to activate from Overpower instead of a 20% chance from auto attacks. In addition, using Execute makes Overpower free for 10-seconds.

Fury

Bloodsurge now reduces the Rage cost of Wild Strike by 30 (was 20) and its duration has been increased to 15 seconds (was 10 seconds).

Protection

The base damage of Shield Slam and Revenge has been increased by 150%, but these abilities now scale approximately 10% less efficiently with attack power.

Quests

Warlocks can now undertake a solo adventure that culminates with the ability to change the color of their Fire spells to appear Fel green. The quest begins for those Warlocks determined or fortunate enough to have laid their hands on the fabled The Codex of Xerrath.

Upon reaching level 20 and level 60, characters will automatically receive a new quest directing them to visit the racial riding trainer and mount vendors.

Pets whose color schemes change each time they are summoned have returned. Older pets with this behavior now have it back, as well as some newcomers.

Pet levels will now only display on the map when pets are tracked.

Taming the World now lists its reward correctly in the Achievements pane.

Level capped players will now have a chance to each Lesser Charm of Good Fortune after winning a pet battle versus a Pet within 5 levels of the highest level pet on their team. Higher level pets will offer a better chance to earn a Charm.

Winning a pet battle versus a team within 5 levels of the player's highest level pet will now award player experience.

Fleeing a pet battle will no longer despawn the pet that was being battled, but doing so will now inflict some damage on the fleeing pet battle team.

Disconnecting from a pet battle will once again respawn the pets you were fighting.

Any pet that has been killed in a pet battle will now never respawn.

A number of new pets can be found on the Isle of Lightning, including Rare spawn drops, wild pets, and raid boss drops.

Elite Battle Pets have been added to the game world. These rare pets will spawn alone against an entire team. The Beasts of Fable taming quest will now become available from Gentle San or Sara Finkleswitch once Aki the Chosen has been defeated. Defeating all of the fabled beasts will award the new Red Panda pet, while completing the associated daily quest has a chance to award the rare brown, white, and orange variants.

Please note: Many of these changes have not yet come to the PTR, but will be available soon.

Raids, Dungeons and Scenarios

To encourage Raid Finder groups to persevere, each time an Raid Finder group wipes on a boss fight all players in the group receives a stacking buff that increases health, damage dealt, and healing done by 5% (up to a maximum of 10 stacks). This buff is cleared once the boss has been killed.

You can now earn bonus reputation for your first dungeon and scenario of the day. You can select which reputation you choose to champion by selecting it from the reputation panel on the character screen. When you queue for a dungeon or scenario, the UI will remind you which reputation you are championing and allow you to change the reputation from there. (You cannot change that reputation once you are in the dungeon or scenario.)

The chance of getting personal loot in Raid Finder and the chance of a successful bonus roll in Raid Finder have been greatly increased for the 5.0 raids.

Lorewalker Cho has two new tales to tell: Dagger in the Dark and A Little Patience. Though his mystical story-weaving magic (and well, the Dungeon Finder), both Alliance and Horde characters are now able run these previously faction-specific Scenarios.

Heroic Pandaria dungeons now award 100 Justice Points per boss. Gold drops for those bosses have also been changed from a static 50 gold to a 40-60 gold range. Less gold will drop in groups consisting of less than 5 players.

Scenarios now award 50 Justice Points, up from 25.

PvP

A new vendor has been added offering to sell Conquest PvP gear for Honor to characters that have earned 27,000 Conquest during the season. They could be found near existing Pandaria PvP vendors.

Tyrannical Elite items have been updated so that they have the same un-budgeted PVP Power and Resilience values as standard Tyrannical items.

Mists of Pandaria Season 2 Malevolent Gladiator’s PvP gear can now be purchased with Honor Points instead of Conquest Points, including weapons.

All newly purchased Season 2 Malevolent Gladiator’s armor, offhands, and shields will have an item level of 476 (was 483). Existing Malevolent items are unaffected.

Balance, Feral, Windwalker, Retribution, Shadow, Enhancement and Elemental now gain 25% of the bonus healing provided by PvP Power (was 0%). Dedicated healers will continue to gain 50% of the bonus healing provided by PvP Power and 0% damage from PvP Power.

PvP trinkets that clear loss-of-control effects will now also clear these effects from the player's pet as well.

For casters and healers, PVP Power is now split evenly between main-hand and off-hand in a manner similar to a dual-wield melee class. This change is retroactive, affecting Season 12 Malevolent and Malevolent Elite items. There should be no net change for any character already using a main-hand/off-hand combination.

PVP Caster weapons in Season 13 cost 2250 Conquest Points (down from 2500) and shields/off-hands cost 1250 (up from 1000), to reflect the increased value of the off-hand slot for classes that use it in this manner. This change is not retroactive and applies only to Season 13 items.

Characters that have attained requisite title levels (Centurion, Knight-Champion, Grand Marshal, High Warlord, etc.) through the Rated Battleground system will be able to purchase old PVP items requiring those titles.

Battlegrounds

Players in low level battlegrounds will have their effective level raised to the maximum level allowed in that battleground bracket. Players' base stats and spells are scaled accordingly and are treated as the same level when determining hits, misses, and critical effect chance.

Rated Battlegrounds now award conquest to the losing team based on their final score. The losing team can earn up to 200 Professions

Comments

Comment by Nihilostormrage

I knew they'd buff that Nat Pagle rep- that's why I didn't work on fishing those up right away.

Also, up to +50% health, DPS and Heals if you keep wiping on LFR. That seems slightly excessive.

Why does Blizz feel that all aspects of the game should be easy for everyone. To nerf Nat Pagle after other people had to break their own necks to get it is insulting. LFR is simply too easy as it is and should only award valor, not legendaries or gear of any kind. I grow tired of the constant diluting of the games exclusivity for the benefit of the 'casual' crowd. A casual player shouldnt expect the best gear or titles or anything other than the work they are willing to put into something. Whats next? The 'Insane' title for clearing gnomergon? Legendary weapons for logging in? Time and effort should count for something.

Comment by Azrile

on 2013/01/31 08:35:23

up to +50% health, DPS and Heals if you keep wiping on LFR. That seems slightly excessive.

I just don't know... i'm on the fence about this. I kinda expect more from the playerbase than to need something like this... but Blizzard has the bigger picture and if their statistics show that people need an extra boost in their LFR, so be it I guess.

So long as people don't abuse it and start to intentionally fail fights - especially if they know beforehand that groups tend to wipe anyway - then i'm okay with it.

My guess is this is a case where the tech caught up late to a problem that was already fixed...ie.. galaron. When the Galaron debacle was going on, they probably came up with a few solutions to fix it, and the idea for this was one of them. But it took them awhile to get the programming done, so now it is going live.

There are very few wipes in LFR, and when there is one, it is a one-time stupid thing like a hunter pulling by mistake, or a tank DCing. Certainly nothing that would benefit from this. But I guess having it in place for future galarons is a good thing.

Comment by Azrile

on 2013/01/31 09:02:34

I knew they'd buff that Nat Pagle rep- that's why I didn't work on fishing those up right away.

Also, up to +50% health, DPS and Heals if you keep wiping on LFR. That seems slightly excessive.

Why does Blizz feel that all aspects of the game should be easy for everyone. To nerf Nat Pagle after other people had to break their own necks to get it is insulting. LFR is simply too easy as it is and should only award valor, not legendaries or gear of any kind. I grow tired of the constant diluting of the games exclusivity for the benefit of the 'casual' crowd. A casual player shouldnt expect the best gear or titles or anything other than the work they are willing to put into something. Whats next? The 'Insane' title for clearing gnomergon? Legendary weapons for logging in? Time and effort should count for something.

Translate - my only self-esteem comes from accomplishments in a video game.

The change to LFR is probably never going to kick-in, and at best it will be 5%.

Pat´s changes? ehh.. was fishing up 4 fish per day really that difficult. You seem to equate ´tolerate boredom´ with ´challenge´. You basically fly somewhere, and fish until RNG shines on you, then move to the next spot. I hardly see that as a challenge.

Comment by moocow

on 2013/01/31 09:06:10

The point of LFR is to be easy, to let everyone see the fight. This stacking buff actually means they can err on the side of difficulty, since even if groups wipe, they'll get buffed enough to overcome it. It'll probably mean less people leaving after a wipe too. And if you don't wipe in LFR, it has no effect whatsoever.

Comment by jjanchan

on 2013/01/31 10:36:54

Ohmygod, I hadn't noticed the transmog changes before, this means I can finally put my Teebu's Blazing Longsword to good use on my Shaman :D

Nope, you still have be able to use both items, afaik, so the sword is not going to work :(

Comment by Robotusch

on 2013/01/31 10:46:39

Ohmygod, I hadn't noticed the transmog changes before, this means I can finally put my Teebu's Blazing Longsword to good use on my Shaman :D

Nope, you still have be able to use both items, afaik, so the sword is not going to work :(Rhaaaa! :( Oh well, at least it only cost me 13k back in the day when I bought it :)

Comment by pipopoke

on 2013/01/31 11:06:53

"Staves and polearms can be transmogrified to each other." As a druid that loves having gear that matches perfectly, I approve of this. No more having to find a weapon that doesn't match my gear just because I have a polearm.

As soon as I read that I went with my mage, killed Malygos and got Black Ice.

Comment by Lolus

on 2013/01/31 16:30:48

The LFR brutal nerf for each wipe is ridiculous, people should learn the fights, LFR is never that hard, now you can just wipe on purpose to OP every boss ignoring almost all mechanics.

As for Nat Pagle, they only had to increase the catch rate of the fishes a bit. 5.2 will be the insta-exalted patch, everyone will be exalted with everything regardless of time played.

Comment by Soldrethar

on 2013/01/31 16:48:07

In regards to the LFR nerf, rewarding people for failure is not the way to go blizzard. If you suck the game should encourage you to get better, not encourage you to keep being bad.

Comment by Rankkor

on 2013/01/31 17:55:08

In regards to the LFR nerf, rewarding people for failure is not the way to go blizzard. If you suck the game should encourage you to get better, not encourage you to keep being bad.

The thing is, nobody really "sucks" at LFR. Its too easy to even fail. when there is a wipe, most of the time its due to something stupid like an accidental pull, or tanks/heals DCing, or as is most of the times the actual reason: Too many are AFK.

Understand that to kick someone from LFR, you have to stand still, for a full 60 seconds without combat, and most folks in random pugs are impatient enough that they don't care and just pull stuff anyways. It only gets worse as more and more just go AFK expecting to be carried, and this is where bosses with enrage timers get harder to beat, due to AFKs.

In the end, this is just a bandaid solution to a problem that very rarely pokes its head in. I haven't wiped at a boss in LFR in almost a month. (There was one wipe in the first boss, of the second wing in Heart of Fear, but it was not due to incompetence, simply, I got DCd due to my crappy connection, and the boss killed everyone)

Comment by Soldrethar

on 2013/01/31 18:12:08

Still, I just don't think failure should be rewarded, you should beat it because you learned to overcome the challenge, not because you failed enough times for it to become easy enough for you to beat it, it encourages a player to never improve, because they can fail and still succeed.

Comment by lankybrit

on 2013/01/31 18:33:15

Still, I just don't think failure should be rewarded, you should beat it because you learned to overcome the challenge, not because you failed enough times for it to become easy enough for you to beat it, it encourages a player to never improve, because they can fail and still succeed.

Not really. More often than not, a wipe is the result of players know knowing mechanics of fights. So, they get a slight improvement, yes, but still need to learn the mechanics to cope with them.

Cheers.

Comment by Soldrethar

on 2013/01/31 18:37:19

Still, I just don't think failure should be rewarded, you should beat it because you learned to overcome the challenge, not because you failed enough times for it to become easy enough for you to beat it, it encourages a player to never improve, because they can fail and still succeed.

Not really. More often than not, a wipe is the result of players know knowing mechanics of fights. So, they get a slight improvement, yes, but still need to learn the mechanics to cope with them.

Cheers.

For most fights, it'll make it easier to ignore mechanics and zerg the boss down mindlessly.

Comment by Rankkor

on 2013/01/31 19:06:51

Still, I just don't think failure should be rewarded, you should beat it because you learned to overcome the challenge, not because you failed enough times for it to become easy enough for you to beat it, it encourages a player to never improve, because they can fail and still succeed.

Ya, and trust me bro' I agree with you, but what I'm saying is that failure in LFR is almost never due to failure, or due to lack of skill. Its often due to things that are beyond your control. Such as too many AFKs and DCs and things that are beyond your control. This buff helps speed up the next attempt so that you don't waste too much time on what is basically a tutorial to raids.

Comment by Lolus

on 2013/02/01 02:20:39

You must be lucky on your LFRs because in HoF and Terrace tanks and dps still fail badly, gonna be even harder finding good players after the LFR nerf

Comment by Soldrethar

on 2013/02/01 06:45:47

Still, I just don't think failure should be rewarded, you should beat it because you learned to overcome the challenge, not because you failed enough times for it to become easy enough for you to beat it, it encourages a player to never improve, because they can fail and still succeed.

Ya, and trust me bro' I agree with you, but what I'm saying is that failure in LFR is almost never due to failure, or due to lack of skill. Its often due to things that are beyond your control. Such as too many AFKs and DCs and things that are beyond your control. This buff helps speed up the next attempt so that you don't waste too much time on what is basically a tutorial to raids.

What about those of us who do LFR because we enjoy doing it? We don't wanna just "get it over with" we want an enjoyable experience whenever we que up, and this change could harm the quality of LFR experiences.

Comment by Adamsm

on 2013/02/01 07:31:10

What about those of us who do LFR because we enjoy doing it? We don't wanna just "get it over with" we want an enjoyable experience whenever we que up, and this change could harm the quality of LFR experiences.

May want to find a guild then Sold; LFR is just a job to 95% of the player base or a place to waste time.

Comment by Soldrethar

on 2013/02/01 09:55:16

What about those of us who do LFR because we enjoy doing it? We don't wanna just "get it over with" we want an enjoyable experience whenever we que up, and this change could harm the quality of LFR experiences.

May want to find a guild then Sold; LFR is just a job to 95% of the player base or a place to waste time.

Most decent raid guilds treat the game even more like a job, wanting you to apply to their guild like an actual real life job, having unrealistically high standards for someone who hasn't done any serious guild raids before. LFR is great for people who either don't want to or just cannot get into a decent raid guild.

Comment by Adamsm

on 2013/02/01 10:20:57

Then if you run LFR, which is the theme park version of raids, you'll just have to suck it up and deal with those people who treat it as a joke.

And by a job, I mean they just want to get in, kill the crap, then get back out and go back to doing the 'real' content with their guildmates; that's definitely how I feel about it.

Comment by lankybrit

on 2013/02/01 10:29:36

Then if you run LFR, which is the theme park version of raids, you'll just have to suck it up and deal with those people who treat it as a joke.

And by a job, I mean they just want to get in, kill the crap, then get back out and go back to doing the 'real' content with their guildmates; that's definitely how I feel about it.

Joke? Job? Which is it? Did you mean them to be both the same? I think so, but which one?